Shading and texturing are two techniques that flight simulators can take advantage of to increase scene realism. Shading imitates the effects of light reflecting from a surface. Texture refers to superimposing a pattern on a surface to give the illusion of extra detail and realism.
In this report, several techniques for shading and texturing are evaluated with respect to their applicability to visual flight simulators.
The image quality produced by shading and texturing is a function of computation cost. The Phong model is found to produce the most realistic shading, but is too computationally expensive. The Gouraud shading model improves upon the Phong model in that realistic shading is produced with less computational effort. The table look up technique was found to be the most flexible and realistic way to produce texture on the surface of a polygon. It is shown that true perspective shading is cost effective when texture is required because the hardware needed to produce texturing and true perspective shading are very similar.
Identifer | oai:union.ndltd.org:ucf.edu/oai:stars.library.ucf.edu:rtd-5763 |
Date | 01 January 1985 |
Creators | Steiner, Walter R. |
Publisher | University of Central Florida |
Source Sets | University of Central Florida |
Language | English |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Retrospective Theses and Dissertations |
Rights | Public Domain |
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